Export FBX Pose from Maya

I have a rigged and animated character in Maya using Advanced Skeleton.

Now I´d like to export the characters Pose at a given keyframe to Marmoset.

The character consists of a group of geometries each with their own textures sets. To be able to apply the shaders in Marmoset, I want to keep them as separate pieces (otherwies I´d just combine the meshes in Maya before exporting.

Replies

I found out that for some reason Advanced Skeleton creates some deformation shape nodes that stay attached to the model, no matter if you duplicate it, delete history etc.

What I did, was selecting the duplicate geo, showing input and ouput connections in hypergraph, selecting the greyed out shape nodes and deleting them.
This might be a dirty workaround, but now I can export my posed model without having to combine and separate the parts.